Samaries (3.5e Race)

This page was marked as abandoned on 19:30, 25 October 2020 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is of questionable balance. Reason: This is not LA +1 with Fast Healing 1 and then a who;e HD progression alongside other good abilities like an extra attack each day (great for spellcaxters).


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Samarie

Samaries are violent beings who dominated much of Haru's history.

Thousand of civilization risen and fell for their lust. If we don't stop them today thousand more shall suffer the same fate. To arms Galatean, have pity. Today we die for the fate of Haru! Charge!
—Kir'shastan, Grand General of the Galatean Army facing the Samarie legions

Personality

Samaries are horribly violent beings. They are by other racial standards, immoral freaks who have nothing against rape, incest, murder, violence, torture and many other terrible sins. Samaries are always of a sadistic and cruel alignment. Samaries tend to excess and lust, wanting personal power over anything. Samaries are not usually greedy, they despise thievery far above murder or any other horrible crimes. Samaries are very bright, and make great plotters and schemers.

Physical Description

Samaries are unfortunately similar to humans in many ways. All Samaries always have black hair and red eyes. Their skin is very pale, often plainly white. A Samarie when not covered by disfiguring scars and/or horrible tattoos can be considered comely. Samaries are very varied in shape, height and weight. Samaries both male and female tend to be more muscular than humans. Children develop muscles naturally early. Not all Samaries are muscular however.

General

Samarie physiology while similar to a human is made to support much more battle and excess. Samarie are able to recover from extreme drug use or intense battle quickly. Samarie are extremely resistant to wound and can recover from a lethal wound within a minute.

Reproduction

Samarie possess normal human-like genitalia. Standard Samarie reproduction is concluded by rape. Samarie revels in violence and mating is not excluded. Samaries are decadent creatures, often taking part to great debauchery. Samarie children who develop malformation are usually killed at birth.

Dietary Habits

Samarie are omnivorous, however they usually eat meat. Samarie's usually eat moderately, which is quite a feat for such a civilization. Samarie dread hunger and know only too well eating too much today bring hunger tomorrow.

Relations

Samarie are terrible, being hostile to every races including their own. Samaries regularly commit horrors like genocide against weaker races. However samarie's are fond of slavery and take a lot of slaves. Many Samaries end up in slavery in the service of some other powerful samarie. Other races end up mostly as pit fighter, pleasure slave or some doomed workers.

Samaries also made terribly powerful evil artifact and scattered them on the lands. Waiting for other races to uncover them and build an empire with the power of the saids artifacts. All powerful magic items made by Samarie are poisoned gifts. In fact if one of these artifacts is activated by a non-samarie it trigger as special side-effect. Like an army of golem turning against their owner in the middle of a battle.

Romantics and Mating Behaviour

Samarie usually mate temporarily, long term relation are unknown to most Samaries. The standard samarie have sexual relation often and with many different partners. It not uncommon that one individual is unwilling but rape is a generally accepted part of their society.

Racial Stereotype

Samaries are seen as horribly violent, burning their own cities and committing rebellion within their chaos-filled society. Samaries may be violent, but they keep their society orderly. Samaries only know too well that killing a large part of their own population endangers their survivals as a race.

Alignment

Neutral Evil. Samaries tend to toward evilness by being cruel and ruthless. Samarie see advantages in both order and anarchy. Chaotic and Lawful Samaries exist in approximately the same quantity. Good Samarie are unheard of, even a Samarie raised outside the ruthless culture of his kins are not good (most of them are neutral).

Exceptions

Neutral Samaries exist within the society. Most Samaries who were raised by another race end up Chaotic or True Neutral. Samarie possess an innate hate and angers thay have hard time controls. Lawful Neutrals Samaries are not unheard of.

Lands

Samaries were once a nomad people. Wandering Zalas in search for food and slaves. Modern Samaries settled themselves in many region of Haru, usually in large cities. However in modern day Ebon, Samaries were mostly wiped out by the Galatean. The last survivors of the races had to retreat to their last stronghold, their capital Malvedhe. A gigantic city made in a large underground complex within the planets.

Culture

Samaries cultured is axed on violence, sexuality and debauchery in general. Samaries love the coliseum and other organized battle. Samaries tend to enjoy more the great arena full of spectators and luxuries with multiples battles more bloody and gory than the last. Samarie also greatly enjoy improvised pit fight.Samarie cultures as barbaric as it is is in fact very developed. Gladiators killing, maiming and raping each other is a fine entertainment for the regular Samarie. Samarie culture ignore moral and taboo, everything gruesome and sadistic was done in the Samarie's arena.

History

Samaries began as a small nomadic people native to Zalas a wasteland of a continents. By the first millennial of their existence as a race they learnt the ruthless way how to survive in this desert. Taking slaves, genocide other people to keep hunting ground exclusive to Samarie and fight violently against other Samaries tribe. In three generation of Samaries many important discoveries were made allowing the Samaries to settle. However the fact they mastered the wasteland not made them less violent. Samarie waged war against other races of Zalas. Wiping them out or enslaving them. After the discovery of continental travel the Samarie waged war against other races. Enslaving or wiping out every other major races but two. The Mandea'Adas, the ancestors of all races decided to stop the Samaries. They lead an assault on an important Samarie's city. Only to found out even children fought back. The Mandea'adas assault was a failure and they went into hiding.

Then the Planesis came to Haru, gathering the three remaining major races: The Sorkos, the fair folks and the Samaries. They thought the three races magic to it purest form. The Samarie already knew primitive black magic. Samarie then enjoyed an era of bloody glory, making large decadent cities with gigantic coliseum to keep the population hunger for violence sated. In the meanwhile the seven tribes united under one throne. Samaries made many dark achievements, artifact of evils, dark cities and gruesome war device. When a civilization-breaking civil wars was started by a band of oppressed commoners all around the Samaries empire. The leader of the Samarie State (the Emperor and the seven servitors) decided to revive the Samaries' old grudges for the Mandea'adas who betrayed them. The Samarie empire survived, but the oldest race of Haru was wiped out entirely and definitely.

To keep their civilization from imploding again, the samarie's leaders made bigger coliseum, employed more slavework to erase the commoner class and allow most of the Samaris to live a life of debauchery and violence. However slaves supply runt low as other civilization where waning. The Samarie then retreated most of their military and social effective to Zalas, thus allowing other civilization to grow. After many civilization raised and were consumed by their precursor the Samaries' slave supply was still low. So they decided to accelerate the growth of civilizations. They laid trapped artifact of great powers all round the continents of Haru. When a civilization found these artifacts it would grow bigger and stronger, crushing all opposition. Then the artifact would malfunction, allowing the Samarie to consume their society without problems. So was the fate of a hundred of civilizations.

One day the Galatean, a civilization who was raised out of the Samarie sphere of influence found one of their artifact. The race would have found the same fate as the other if it wasn't for a single Galatean. Malus Thumara. He was able to divine the true nature of the artifact thank to text hidden by their latest precursor as a warning. The Galatean destroyed the artifact. When the Samarie came they saw a readied army one-hundred more numerous than their own. Even with all their magic and artifacts the Samarie were slaughtered. Over an hundred of years th Samarie population was lowered to barely one thousand individual. They went into hidding like the Mandea'adas did thousands of year before. Hiding in one of their greatest achievements the Dark City of the Depth. A city hidden within the very earth. Now other younger civilization thrive, allowing humanity (a minor civilization at the time herded for slaves) to develop a culture and a civilization of their own on Mihedo and Ascyria.

The Samarie are still looking to come back, many of their artifacts remain hidden. The are Galatean sure they ended the threat forever. But the Samarie bid their time, the servitors and the dark prince still looking for a way to restore their civilization to greatness and supremacy.

Society

Samaries society is a harsh one. Most Samarie need to fight to get respect.

Social Classes or Caste in Society

Samaries are divided between common Samarie and the nearly divine nobleblooded. Nobleblooded are particular gifted individual and are granted a title. Each samarie are granted rights based on his or her rank in the society. A citizen could take away all goods from a commoner or even kill him or her without dear of fair revenge (see below). However he couldn't do the same thing to a Civil Officer. Senator are thus nearly untouchable, because only a Servitor or the Sovereign can punish them. A Senator must get fair revenge from a servitor if another senator messed with him or her. The problem is that Servitors are elusive and rarely even listen to Senators. Thus Senator simply use unlawful revenge against each others. they can't possibly be punished from it anyway.

  • Samarie Social Ranks
  1. Sovereign: Supreme Ruler of the Samaries, he only possess all rights and powers.
  2. Servitor (seven in total): Advise the sovereign, they are also the leader of each tribes.
  3. Senator (98 in total): Do stuff the sovereign or the servitors don't care to do. Much more personal powers and privilege than a common citizen.
  4. Warriors: They fight in wars, they are also granted special rights and privileges.
  5. Civil Officer: Policeman of the Samaries, they only have power over citizen and it limited power.
  6. Citizen: They have all Samaries's right, which is better than nothing.
  7. Commoners: Half-Samarie or freed slave (as rare as they are). Have ultimately limited rights.
  8. Slaves: No rights at all, they are owned by a citizens.

Rights and Laws

Rights and laws of the Samarie are weird to other races. They don't prevent murder, maiming, rape or many other horrible crimes. In fact laws of the Samarie are called moderations. By example a citizen may treat badly or kill any slaves he own. When a Samarie kill another Samarie his words worth more than the dead Samarie words. Samarie laws allow fair revenge and vendetta. While a Samarie would get punished if he or she exact revenge for an assault she survived, she can claim fair revenge. A Senator or a Civil Officer shall judge the validity of the demand and if granted can allow the right to the assaulted family to take his or her revenge. Fair revenge is limited not by the wounds taken or damage but rather based on the intentions. If a Samarie try to kill you, you can kill him in fair revenge. But if a Samarie mug someone and kill him by accident tend he cannot be killed. Family can ask for Fair Revenge for a dead kin. A vendetta is a legal revenge on a group of persons and can only be granted to a family.

Children belong to their parents (especially the mother). No matter actual ages, a child can be freed if the parent willingly relinquish her mother right. On a bright side a child wholly benefit from all his or her mother's right. It common to beat or torture one mother until she give up the mother right. Doing so never trigger fair revenge.

Slavery is a privilege in Samarie society, only a citizen may own a slave. Attacking a slave who do not belong to him or herself trigger fair revenge. A Samarie get special slave right depending on what type of owner he is:

  • Household Slave Owner: Basic Slave owning right.
  • Gladiator House Owner: Slave who fight in an arena or in pit fight. The lodging and other service gave to slaves must be paid by the arena or pit fight. A owner may specify his standard in question of lodging and other service given to his slaves.
  • Hirer Slave Owner: As household slave owning but a Samarie may hire his or her slave. All condition are given by the owner and must be respected.

Samarie laws and rights contains a lot of such information.

Arcane Spellcaster

Wizards and sorcerers are natural classes for noble. Wizards and sorcerers are nearly worshipped, they can weave reality to their whim (all nobleblooded Samarie posses at least a little control over reality anyway). Wizards and sorcerers are the most common arcane spellcaster of the Samarie society..

Divine Spellcaster

Samarie are not wise enough to be cleric. Samarie cleric are not too rare, since many adapted themselves to their unwise races and arrogant goddess.

Rogue & other Sneaky

Rogues are misunderstood in the Samarie society. Why hiding oneself to commit murder. Still rogue are often employed by Senator for dirty works. Not that the senators fear retribution (since they are mostly untouchable) but because they don't want to get their hand dirty.

Warriors and Martial Adept

Warriors and martial adept are heavily respected by the Samaries.Both on the battlefield and in the arena. Most Samaries children are encouraged to become warriors. Since blood and glory are reward of the way of the sword.

Gender in Society

Samarie value individual based on their skills not their personality, beliefs or ideas. Gender change nothing in the Samarie society. Female are not downgraded or victimized, if a female hit a male the male fight back. Samaries value no morals, if a female is weaker then it her problem. Most of the females understand this principle and apply it brutally. Both on the treacherous political scene or on the battlefield.

Other Races in Society

Half-samarie are often commoners, or slaves. Mostly born out of pleasure slaves, but sometime genuinely made to make a greater warrior. Half-Samarie enjoy a typical okay situation within the Samarie society, however they can't own slave. A very successful Half-Samarie may manage to gain citizenship, but they are rare and far between.

Other races are alway slaves. Humans are and were common slaves into the Samarie community (they were "herded" by the Samarie). Humans made some potable gladiator, and made almost perfect household slave (thank to their adaptability).

Religion

Samarie worship Avashar, goddess of violence and destruction. She is generally recognized as the main goddess of the Samarie. However many samarie worship the Azalthumalathan, the Machine God. Created by the Samarie this being is truly god-like, controlled by the Sovereign and it Servitors. This being possess the ability to reshape reality at will. The clergy of Azalthumalathan and Avashar are fighting constantly for dominance over Samarie's faith. Both gods never fought however, since the sovereign is appointed by Avashar anyway.

After the Samarie were defeated by the Galatean, the Azalthumalathan was lost. Buried under the former grand temple of it faith. The goddess Avashar and it clergy then united with the Azalthumalathan's faithfuls to return the machine god in the hand of it rightful owner.

Language

Samarie speak Samarian, a strange language with long words. The language seem alien to other races.

"Makazu ashamagunadumarza ovignoro demonogarimast."

Praise those who fall for violence.

Samarie's language is extremely accurate on terms, violence and hatred are described with nearly scientific accuracy.

Names

Samarie have only two name, their family name (come first) and personal name. Their personal name alway mean something.

Family Name: Amalagi, Symphniuan, Zopha

Female: Maganrosa (Sun of Hatred), Mazinua (Witch of Winter), Supanazurel (Relinquished Love)

Male: Kamatyr (Avatar of Evil), Tuthuluranutan (Bringer of Chaos), Vimynimomicar (Harlequin of Destruction)

Hermaphroditic possess both a male and girl name. Androgynous being gain either a male or female name.

Racial Traits -Samarie-

  • +2 Strength, +2 Constitution, 2 Wisdom: Samarie are tough but lack common sense and wisdom in general.
  • Humanoid (Samarie): Samarie are a race of their own, a violent and ruthless one.
  • Medium: As Medium creatures, Samarie have no special bonuses or penalties due to their size.
  • Samarie base land speed is 30 ft.
  • Darkvision out to 60 feet.
  • Debauchery Endurance (Ex): Samarie know how to use drug and recover from it very quickly. When taking drugs a samarie never risk overdose. If a samarie take variable ability damages from a drug she away take minimal damages. If there a variable duration for penalties it alway minimal. Bonuses duration and effect are ignored. Samarie Nobleblooded recover 1 point of ability damage or drain per hour.
  • Fast Healing 1 (Ex): A Samarie recover 1 lost hit point per round.
  • Violent Urge (Ex): Once per day a Samarie may channel all her hated in a burst of violence. A Samarie in a Violent Urge gain one extra attack per round at her highest bab. +2 Strength and +2 Constitution. But take a -2 penalty to Armor Class. While in a Violent Urge, a samarie cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. A violent urge lasts for a number of rounds equal to 3 + the Samarie’s (newly improved) Constitution modifier. A Samarie may prematurely end her violent urge. At the end of the violent urge, the Samarie loses the violent urge modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. This ability does no stack with barbarian's rage.
  • Automatic Languages: Samarian. Bonus Languages: Any non-secret.
  • Favored Class: Barbarian.
  • Level Adjustment: +1

Scaling Samarie

At 1 HD:

  • +2 Constitution, +2 Intelligence, 2 Wisdom: Samarie are tough, smart but lack common sense and wisdom in general.
  • Humanoid (Samarie): Samarie are a race of their own, a violent and ruthless one.
  • Medium: As Medium creatures, Samarie have no special bonuses or penalties due to their size.
  • Samarie base land speed is 30 ft.
  • Darkvision out to 60 feet.
  • Debauchery Endurance (Ex): Samarie know how to use drug and recover from it very quickly. When taking drugs a samarie never risk overdose. If a samarie take variable ability damages from a drug she always take minimal damages. If there a variable duration for penalties it alway minimal. Bonuses duration and effect are ignored. Samarie Nobleblooded recover 1 point of ability damage or drain per hour.
  • Automatic Languages: Samarian. Bonus Languages: Any non-secret.
  • Favored Class: Barbarian.
  • Level Adjustment: +0

At 3HD:

  • Violent Urge (Ex): Once per day a Samarie may channel all her hated in a burst of violence. A Samarie in a Violent Urge gain one extra attack per round at her highest bab. +2 Strength and +2 Constitution. But take a -2 penalty to Armor Class. While in a Violent Urge, a samarie cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat she has except Combat Expertise, item creation feats, and metamagic feats. A violent urge lasts for a number of rounds equal to 3 + the Samarie’s (newly improved) Constitution modifier. A Samarie may prematurely end her violent urge. At the end of the violent urge, the Samarie loses the violent urge modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. This ability does not stack with barbarian's rage.

At 5 HD:

  • Limited Fast Healing (Ex): At 5 HD a Samarie recover 1 point of damage per hours even if she don't rest.

At 10 HD:

  • Fast Healing 1 (Ex): A Samarie recover 1 lost hit point per round.

At 15 HD:

  • Improved Violent Urge (Ex): At 15th level a Samarie may use her violent urge one additional time per day.

At 20 HD:

  • Fast Healing 2 (Ex): A Samarie recover 2 lost hit point per round.

Racial Traits -Samarie Nobleblooded-

  • +2 Intelligence, 2 Wisdom, +2 Charisma: Samarie nobleblooded are smart and likable but lack insight.
  • Humanoid (Samarie): Samarie are a race of their own, a violent and ruthless one.
  • Medium: As Medium creatures, Samarie have no special bonuses or penalties due to their size.
  • Samarie base land speed is 30 ft.
  • Darkvision out to 60 feet.
  • Debauchery Endurance (Ex): Samarie know how to use drug and recover from it very quickly. When taking drugs a samarie never risk overdose. If a samarie take variable ability damages from a drug she away take minimal damages. If there a variable duration for penalties it alway minimal. Bonuses duration and effect are ignored. Samarie Nobleblooded recover 1 point of ability damage or drain per hour.
  • Evil Crafting Mastery (Ex): Samarie nobleblooded gain +4 caster level bonus on evil spell for the purpose of crafting magic item.
  • Fast Healing 1 (Ex): A Samarie Nobleblooded recover 1 lost hit point per round.
  • Spell-Like Abilities: At will—Mage Hand, Open/Close, Prestidigitation. 1/day—Charm Person, Unseen Servant. Caster level equal to the Samarie Nobleblooded HD.
  • Automatic Languages: Samarian. Bonus Languages: Any non-secret.
  • Favored Class: Wizard.
  • Level Adjustment: +1

Scaling Samarie Nobleblooded

At 1 HD:

  • +2 Intelligence, 2 Wisdom, +2 Charisma: Samarie nobleblooded are smart and likable but lack insight.
  • Humanoid (Samarie): Samarie are a race of their own, a violent and ruthless one.
  • Medium: As Medium creatures, Samarie have no special bonuses or penalties due to their size.
  • Samarie base land speed is 30 ft.
  • Darkvision out to 60 feet.
  • Debauchery Endurance (Ex): Samarie know how to use drug and recover from it very quickly. When taking drugs a samarie never risk overdose. If a samarie take variable ability damages from a drug she away take minimal damages. If there a variable duration for penalties it alway minimal. Bonuses duration and effect are ignored. Samarie Nobleblooded recover 1 point of ability damage or drain per hour.
  • Spell-Like Abilities: At will—Mage Hand, Open/Close, Prestidigitation. Caster level equal to the Samarie Nobleblooded HD.
  • Automatic Languages: Samarian. Bonus Languages: Any non-secret.
  • Favored Class: Wizard.
  • Level Adjustment: +1

At 3 HD:

At 5 HD:

  • Limited Fast Healing (Ex): At 5 HD a Samarie recover 1 point of damage per hours even if she don't rest.

At 8 HD:

  • Evil Crafting Mastery (Ex): Samarie nobleblooded gain +4 caster level bonus on evil spell for the purpose of crafting magic item.

At 10 HD:

  • Fast Healing 1 (Ex): A Samarie recover 1 lost hit point per round.

At 12 HD:

At 16 HD:

At 20 HD:

Vital Statistics

Table: Samarie Random Starting Ages
AdulthoodSimpleModerateComplex
25 years+1d6+1d8+2d8
Table: Samarie Aging Effects
Middle Age1Old2Venerable3Maximum Age
74 years135 years454 years+None years
  1. At middle age, 1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, 2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, 3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Samarie Random Height and Weight
GenderBase HeightHeight ModifierBase WeightWeight Modifier
Male4’ 10”+2d10120 lb.× (2d4) lb.
Female4’ 5”+2d1085 lb.× (2d4) lb.



Back to Main Page 3.5e Homebrew Races

gollark: Well, aidan wants me to add it.
gollark: I do not.
gollark: Do you have any MORE ideas then other than eventually integrating RPN4?
gollark: It actually was originally so I could access an older version of SPUDNET.
gollark: I should probably improve that.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.